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In this month's Wasteland 2Kickstarter update, we finally get to see how the game's inventory is going to work, via a new gameplay video narrated by design director Chris Keenan. Check it out:

In this update, you’ll find a relatively quick video detailing some features of our inventory screen. Our top design goal with inventory is to make sure it is functional and easy to navigate. We considered the positives and negatives of things like grid vs. list backpacks, weight-based or “tetris” style along with navigation details to see which elements will work best with our design. Being that Wasteland 2 is a party-based game, you will essentially have between 4 and 7 inventories to access at any one point. This could become tedious if the design doesn't promote easy management and trading. To reduce this nasty element, we added things like double-click to equip/use, column-based sorting for major characteristics, hot keys for trading, and our smart-loot favorites system.

Check out the video below (in 1080p for best viewing) and let us know what you think! We want to hear your thoughts on improvements to functionality that could be made before release. Please feel free to do so as a reply to this update, on our Facebook page, and our forums and blog. The more vocal you are, the better chance you have of being heard!

Before you get to the video, here are a few things on our task lists that aren't shown in the video. These weren't fully implemented yet but will be prior to release.

Key bindings for menus and commonly used items. You’ll have the ability to designate hot keys for quick navigation of things like trading items to a specific party member or entering into various menus.

Mouse-overs for all relevant icons and backpack items to give detailed stats. Each of the icon details on the item pictures and inventory slots will have mouse-overs that show all of the granular stats you've come to expect from hardcore RPG's.

Please be gentle. I was sick when I was recording the video earlier this week...

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In before complaints about consolized list inventories. But hey, at least it's faithful to Fallout 1 & 2's inventory system.

There's also this small screenshot from one of the game's areas - Damonta, "a makeshift village built from the remains of over five thousand airplanes". I'm sure it's nothing like Megaton:

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According to the update, the game is currently in a "fully playable alpha-ish state" and is on schedule for beta in a few months. How about giving one of us alpha access, inXile?

I think it's keen how the screenshot has colors other than brown and puke green.

We’re happy to say we've pretty much hit that milestone. "Pretty much?” you ask? We hit what would satisfy the letter of that milestone. While we had all encounters blocked in, there were still issues that needed to be cleaned up and sorted before a full playthrough was really possible.

Click to expand...

You're sssssssssssssslipping... a technicality here, a technicality there. Then it's all over Jerry.

Josh Sawyer's words of wisdom (that he failed to live up to with Pillars of Eternity 1.0 but succeeded with 3.0):

"Honestly, I think it's really sad that RPGs essentially get a pass on having fundamentally junk core gameplay. And yes, I do consider combat to be a core gameplay element of most RPGs."

I think it's keen how the screenshot has colors other than brown and puke green.

We’re happy to say we've pretty much hit that milestone. "Pretty much?” you ask? We hit what would satisfy the letter of that milestone. While we had all encounters blocked in, there were still issues that needed to be cleaned up and sorted before a full playthrough was really possible.

Click to expand...

You're sssssssssssssslipping... a technicality here, a technicality there. Then it's all over Jerry.

Click to expand...

All over? Hey, inXile has cash to spare. Not sure if Obsidian does. I'd be much more worried about schedule slippage in Project Eternity.

I like the idea of favoriting items so that it goes to that party member. Seems like such an obvious idea for a squad based games, but I can't think of a single instance of anything quite like it. I've no problem with list inventory, as long as there's a weight limit, which there is.

You know why RT is so popular? Because they are truly free in Country of Freedom where other mass-media have strict limits whom they can show and what they are allowed to tell and what they are forbidden to tell (freedom of speech, remember?).

And are shit,no scroll roll makes it even worse.At least here it will have it,but still hassle to use,why make all these unnecessary clicks to find the items you need when it can be just in front and fast to access.You can still make different sections for weapons,armor and other stuff.Replaying now Fallout and simultaneously this new Sword of the stars:The Pit where inventory is miles better:

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Functionalities are perfect, but visuals must be reworked to make the UI feel cohesive...

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Are you drunk? This is anything but functional except for the listing categories and favourites ( and if your inventory really needs all this shit it's time to reevaluate looting in your RPG).

Maybe we could make a MS paint challenge to design better inventories than InXile's full paid designers. Must include pointless shit that even make each other redundant like paperdolls and gear slots because why not.

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